Constance by Oakwarrior
A gothic horror stealth game with full voiceover.

The year is 1854, London is struck with disaster. You are Constance, mad with grief for your husband. But love transcends the merely physical, and you will not give up on him. Scour the city for fresh corpses, and hopefully you can house your husband's soul in a new vessel. For true love knows no bounds - ethical or otherwise.

Trigger warning: Pixel art gore / surgery on dead bodies (no jumpscares)

Play with the sound on! Audio cues help.

The Team
Programming: Fraser Lee, Thomas Haller, Ott Madis Ozolit
Art: Leene Künnap, Jon Arvin Medalla
Music/sound: Adam Bow
Voiceovers: Katie Nelson, Jonathan Rozenberg
Writing: Jonathan Rozenberg
Made by an international team in Spelkollektivet, Sweden: https://www.spelkollektivet.com/
Ratings
| Overall | 424th | 3.853⭐ | 94🧑⚖️ |
| Fun | 1467th | 3.209⭐ | 93🧑⚖️ |
| Innovation | 219th | 3.886⭐ | 94🧑⚖️ |
| Theme | 161th | 4.217⭐ | 94🧑⚖️ |
| Graphics | 181th | 4.403⭐ | 95🧑⚖️ |
| Audio | 48th | 4.266⭐ | 94🧑⚖️ |
| Mood | 45th | 4.337⭐ | 94🧑⚖️ |
| Given | 92🗳️ | 66🗨️ |
gameplay wasn't super fun tho tbh
Overall it felt like it was really polished, and just a couple steps away from being that perfect game for the competition. My advice would be to focus more on the gameplay itself next time, and ensure the core game is fully fleshed out before all the polish really goes in. This entry felt like it nailed 4.0 and higher in everything other than being an overall fun game, which seems to be a trap larger teams can fall into. It takes a lot of work to organize & plan everything out from the start so that all members have work to do, especially with such an ambitious project as this was (visually & mood wise), so pivoting to improve gameplay becomes a larger challenge. Best of luck!
I loved this so much. Turns out I had a victorian-frenkenstein-esque-corpse-stealing-game sized void in my life, and this filled that void. The design, the way the voice acting added so much story and atmosphere to the whole experience, and then the whole morbid, grisly corpse cutting concept of the game itself. It warms the cockles of my shrivelled black heart.
If I had any critiques, it's that: a) I would like more, much more, b) as things presently stand there isn't much incentive to go to the upper levels (it looked like there were at least three?) so you guys definitely need to work on the gameplay balance there. Also worth noting that your voice cues for the chest/hand surgery are currently swapped, and sometimes people have multiple body part layers (in the html version at least). But overall everything ran pretty smoothly. Such an impressive entry considering the time limits. Admittedly I'm a sucker for stuff like this, but it might be my favourite thus far. :black_heart:
The game is great!
- the story is really cool. I really like how in the introduction the husband says "I'll live forever in your memories" and in the gameplay the wife is like "okay, then I'll just Frankenstein you" (which... seemed contradictory with some of the dialog later on? Which I just chose to disregard. It's much funnier that way (english is not my first language though so I may have misunderstood something)). And the aesthetic of "don't worry about me, I'm just chilling next to this dead body" is really funny (also when you're just outside of the field of vision of someone, painstakingly dragging the body while walking three meters before them, and they keep walking like nothing's wrong).
- the voice acting adds a lot, and it's done really well. Maybe think about adding subtitles for ESL people? I mean, the diction is very clear, but I think a few years back I might have needed it.
- the art is great. The shapes of the passers-by and the dead bodies are very clear and instantly readable as exactly what they are, I love the main character's sprite (probably because a lady in a big frilly dress cutting up bodies and dragging bodies is much funnier than a guy or a less lady-like lady doing the same), and the background is perfect with clear clues as to the gameplay. Also the Zzzz are very clear about what's happening and what you should do.
- and the gameplay is interesting, with, I think, a good length (though I cheated and came back several times to the same body, the closer one, for different body parts (btw for consistency's sake I would prefer that a used dead body disappear, if it doesn't make the game too hard))
It is pretty, the artistic direction is great, this game is packed with an awesome ambiance.
I love the game mechanics and the voice acting is a really good addition.
I loved it!
Good game!
I have a few feedbacks on the gameplay (keep in mind it's minor things for a jam game, only rooms for improvement):
- It seems there is only 1 way to access the mansion, which is coming from the right side. It would have been nice to have 2 paths, one from each side, so we can choose which path we take depending on where we are when we take a corpse.
- The "enemies" movements are too unpredictable, which makes it very hard to guess when is the right time to move. Some simpler an clearer paths would help to plan our moves ahead.
- It feels weird that when enemies spot you they don't move faster than you, even if they are running while you're dragging a corpse. It's not very consistent here.
- I'm not an artist, but the arms are balancing weirdly in the moving animation. It seems they are moving twice as fast as the legs (1 entire back-and-forth for the arms while 1 half-cycle for the legs), it should be a 1:1 ratio with each arm following the opposite leg.
- Giving informations only with the voices isn't a good thing imo. If you miss what the girl says, there is no other way (or "easy" way) to play it back, so it's a bit frustrating. It also prevents all disabled people with hearing loss to play your game, which isn't cool for them *and* for you. Adding some subtitles would be a cheap and great way to improve on that part :)
Other than that, it's an excellent entry. Congratulations!
I struggled quite a bit with the controls and I think if the enemies were more predictable it would be better to plan.
The concept is great too, finding the cadavers, taking the parts needed, the mechanics could do with tweaking, there's the stealth element which is cool, but it's a bit haphazard, and the timer to do actions was a bit frustating. Things like the stairs/ entering the 'Surgery' and picking up / dropping corpses could be 'instant' rather than having a timer. Keep working on this, an excellent idea and wonderful art/design.
I'm a bit envious of the citizens' uncanny ability to fall asleep while standing up, even immediately after giving chase to a criminal ;)
I like games where the main character is insane (I have to finish Senua).
Like other commenters said, map design is a bit lacking (3 same-ish platforms, one way to access the home). Walk animation is a little whack, but I'm terrible at it myself. It's an OK stealth game, but I believe this core loop would work better in 3D.
There's a funny little bug: if a bystander wakes up right next to you, the "hey you" "oh god" lines will be played and restarted several times a second.
It's also been mentioned before, but the instructions suggest that the husband is on the right, so in my first attempt at playing I ended up completely dismembering the corpse on the right while trying to drag the left's hair onto it. I thought it was a bug and gave up until I read a comment on here that they were swapped.
And the only issue I've had is that the people passing by are doing it randomly...
otherwise, nice game.
Keep up the good work.
I really enjoyed the art and the atmosphere that the music provided.
At first it was a little difficult to understand. There is a lot to do. Over time I learned. Good game despite the story being bizarre.
Congratulations!
Art style, sounds, gameplay and voice over were great!
Just a tiny bug that I have found: When a "guard" wakes up when you stand right next to them, the game seems to crash (stuck in infinite loop of "hey, drop that!")
Overall very well produced game, congrats.
Now, I did somewhat understand how to do the surgery; cut off pieces from both guys and then swap them. However, I didn't know which parts needed to be swapped. All of the parts on Henry looked just fine, so maybe the parts that need to be replaced can look rotten. Also, the decay bar wasn't clear to me. Does this relate to Henry or the body I'm dragging? Should it fill up or go down?
I will say that the direction in the beginning where a bit off from what I expected for the game play, I didn't intuitively understand that their would be a wait time associated with interaction (ie. picking up bodies, going in doors or up staircases ect.) Also the decay miter in green also through me off, a full green bar typically means good not you're about to loose this asset (so maybe flipping the green and red bars might be nice?) Overall though top-notch!
I have no idea why they are chasing me for dragging bodies all ready strewn across the town, but I still love the concept! xD
After playing the game I watched some of the videos on the itch page, where I found out that you could hide from persuers in the bushes and such. This would have been good to know when I was playing. While I knew you could hide in there I'd assumed that once a prowler was alerted they would catch me if I tried to hide in a bush. Also, it wouldn't have helped with the issue I mentioned above.
Also, the one body I managed to get back to the home I wasn't sure what to do with because I couldn't quite make out what the voice over was saying.
Overall, I think if you fine tuned where the prowlers spawn and maybe gave the player a way to get them to disperse if there are a bunch of them blocking your path you'd really have somethign here... and what was the point of having those buildings you can go into?